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This thread is the official Shaman section thread devoted to tracking known changes in Enhancement Shaman mechanics, spells, and talents. This is basically a direct derivative of Stoove’s Resto thread and my own Elemental thread.

Summons an Air totem which calls forth a Greater Storm Elemental, which hurls gusts of wind at the caster's enemies. Each gust does damage to the enemy, and then heals allies within 15yds for 100% of the damage dealt, split evenly.

There’s also a cast/buff that the elemental can do called Call Lightning. It’s a 3 second cast, with a 100% damage/healing buff attached. This might be used by both the normal and Primal elemental version.

Acts as another Ancestral Guidance-type cooldown, which would also scale with cleavable targets.

Theorycrafting

Hybrys has done some simple theorycrafting re: Storm Elemental Totem. You can find it here.

If you see any other relevant information, post it below and we may include it here!

External Links:

Although most links come from a Resto point of view, they are still valuable as a resource.

Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at random enemies within 40 yards every 0.5 sec for 10 sec. Each glob of lava deals 1 (+ 50% of Spell power) Fire damage to all enemies within 4 yards.

Known Features

Used on cooldown, should be competitive to Shocking Lava in single target damage contribution, and far superior on 2+ targets.

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Several huge changes were announced for Shamans in the 6.0 Alpha Patch Notes update. The most significant changes are general system changes that are being introduced with WoD.

Stat Squish

The way items scale with item level is dramatically changing in WoD, with damage and healing seeing dramatic changes in number size, but we should see similar scaling factors. This applies universally, and creatures' power will change accordingly.

Healthpool Increases

At the same time, health pools are doubling, after the stat squish. This is intended to be able to remove PvP Player Resilience and make PvP overall less bursty, but it will have consequences for PvE as well.

Because of these changes, the amount of health per Stamina has approximately doubled, and the curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.

Maximum mana has also been approximately doubled to keep pace with the expected health from new Stamina calculations, all consumables have had their healing and mana regeneration values approximately doubled, and all creatures have had their melee damage, spells and abilities doubled as well.

Less Intelligent Smart Healing

Smart heals will now randomly pick any injured target within range, instead of always picking the most injured target. This won't affect Enhancement Shamans as much as Resto, the current kings of smart healing, but does significantly tone down the effectiveness of our Ancestral Guidance and, to a lesser extent, Healing Stream Totem.

Primary Stat and Damage Scaling Changes

Most spells will no longer have a base damage/healing, and your abilities will be entirely determined by your spell power, attack power, or weapon damage. Agility and Intellect will also no longer increase your Critical Strike chance.

The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.

To compensate for the Agility change, melee specalizations now recieve a passive called Critical Strikes that increases their chance to hit critically by 10%.

Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.

Weapon Damage values on all weapons have been reduced by 20%.

Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).

Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.

New Secondary Stats & Balancing

Warlords of Draenor also introduces two new secondary stats available on gear. These are:

Multistrike - A chance to launch two additional attacks after any attack lands, for 33% of the original attacks damage.

Versatility - 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It’s a straightforward, obvious upgrade to your primary role’s performance, but also gives significant boosts to secondary role performance and survivability. Blizz is saying that it will not be anyones highest throughput stat.

Blizzard has decided that reforging takes some of the fun out of getting a new item, or the best item for a certain slot. The removal of that level of gear customization has some big consequences, but we've been assured that each stat will be relatively close in value.

That also means they're removing our mechanic for getting to and manipulating our Hit cap. Well, lucky for us, we're all grown up now, and have no chance to miss with our spells or special attacks! This means that we have NO mandatory stat caps, and can be much more flexible in our pre-BiS gearing gearing.

Dual Wielding still imposes a 17% chance to miss. A 3% chance to be parried from the front will still apply to melee DPS specializations, but not to tanks.

DoT Snapshotting

DoTs will no longer 'snapshot' your current Crit/Haste/Mastery, and will instead dynamically update based on any procs you get while a DoT is ticking. There will also no longer be any hard Haste breakpoints that offer extra ticks.

Recasting DoTs/HoTs that are already on the target now extends those effects to up to 130% of the normal duration of the effect. Because of that, you can recast Flame Shock with no time loss at 9 seconds or less.

Levelling perks are modifications which you will gain as you level between 91 and 99, in lieu of new spells. They add functionality to some of your spells. We're going to split them into three categories - Direct Damage Gain, Indirect Damage Gain, and Utility/QoL perks.Direct Damage Gain

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In addition to the general changes and talent additions, there have been some significant changes to Enhancement Shamans in the latest 6.0 Alpha Patch Notes.

Spells Removed

Blizzard has been attempting to remove button bloat, and further simplify our lives by removing archaic and under-used spells. Enhancement Shamans see a lot of their passives disappear, and their damage contributions getting rolled into their main abilities.

Flametongue Weapon damage has been increased by 40%, and Lava Lash damage has been increased to 280% weapon damage (up from 140%) to compensate.

Other Changes and Glyphs

These are the list of other changes included in the 6.0 patch notes, filtered for those that affect Elemental only. We're going to split them into three categories - Direct Damage, Indirect Damage, and Utility/QoL perks.

Glyph of Ghostly Speed has been added - Ghost Wolf grants an additional 60% movement speed. This movement speed bonus will not be granted if Ghost Wolf is activated while in combat. This effect is disabled in battlegrounds and arenas and cannot be combined with other temporary speed bonuses.

I want my blogpost / theorycraft / newscoverage mentioned here! More than happy to add your link! Get in contact with Hybrys via PM, or with Stoove via Twitter or PM. The comments are not the place to ask for it, and comments to this effect will be deleted.

Why have you not covered X? Likely because I have missed it. Get in contact with Hybrys via PM, or Stoove via Twitter or PM, or comment below!

Why have you not included my point about Y in the summary? The Discussion sections are editorialised or approved by Stoove. It's either because he disagrees strongly, because there isn't room, or because he doesn't think it's important enough. If you disagree, contact him personally - comments below to this effect will be deleted.

Why is this a near direct copy from Stoove’s thread? With his permission, I’ve copied the layout with some of the content, and I will curate this thread. However, Stoove is the moderator of this forum and topic, and his word is law.

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This talent is going to be very dependent on your application of the buff, as well as Lava Lash procs.

Earth Shock has been made Elemental ONLY in the latest Alpha build, see the note below for more details.

Baseline:

Earth Shock does 0 + 36% SP

Flame Shock does 26.8% SP and applies a DoT that ticks for 16.1% Spell Power every 3 seconds over 30 seconds..

So, off the bat, Earth Shock is always worth more than Flame Shock, as long as Flame Shock has more than 9 seconds remaining. But Flame Shock's value comes ahead with the 40% Unleash Flame buff. Infact, Flame Shock's initial damage becomes higher than Earth Shock's total damage at that point.

It’s DPS contribution is very fluid, scaling directly with your Shock damage (and thus Agi/AP/Mastery), but hard to pinpoint. It should result in a near doubling of Flame Shock damage, which scales well with haste/crit/mastery, and a doubling of Earth Shock damage, which scales well with crit/mastery.

It's important to note that the AoE value of this is going to be amazing. The way Lava Lash works is that it spreads your current Flame Shock, and it's power, on to each target. Having a 2 stack of Shocking Lava and the Unleash Flame buff, and then being able to spread it on to up to 6 other targets will be insanely powerful.

June 13, 2014 Note:

Earth Shock has been removed for Enhancement Shamans, making this talent less and less desirable, since for the full effect you'd want 2 stacks to be used in conjunction with Unleash Elements for Flame Shock, and for that double snapshotting to be maintained, thus you'll be holding 2 stacks until your next Unleash to apply another Flame Shock.

According to the latest Alpha Patch Notes, Frost Shock has been slotted to be the replacement for Earth Shock. The damage for it hasn't been tuned upwards yet, and I'm going to wait for that to happen before redoing the theorycrafting.

It’s sort of a hard thing to theorycraft, but I can always talk about the pros/cons.

It’s another cooldown, but you typically can’t stack it with other CDs, because Fire Ele totem fills that role. On the other hand, it’s also another AG-style cooldown, and with the healing changes it might have great value. Along with that, it’s power might be pretty good, especially if it’s meant to be competitive with the other l100 talents.

I could see it’s applications being fights were mechanics include two separate ‘burn’ or increased damage phases where you spent Fire Ele on the first. Another application could be a fight requiring multiple phases of burst AoE, or with a fight requiring multiple phases of burst healing. With that 'Eye of the Storm' movement speed aura, it may also be beneficial if there's a fight with a large number of target swaps.

I should hopefully have some more solid numbers on it's ability to DPS soon.

By the looks of it, this talent will be relegated to AoE w/ a large number of targets, or an AoE pack that you can't get to.

But what's the value on single target, just for comparison's sake. When used, it does one attack every .5 seconds for 10 seconds, at a power of 1 + 37.5% spell power, and it has a 45 second CD, making it have a 35 second CD.

From that, we can estimate approximately 16.66~% (repeating, of course) spell power DPS on a single target, if used exactly on cooldown, and not counting crits. In it's current state, it probably wouldn't be able to compete with Shocking Lava, even early on, and scales poorly as the expansion progresses. This is also per target, so it really quickly scales up with AoE situations, but Shocking Lava will still most likely be better unless there are over 6 targets available.

Leveling Perks

Most of the changes constitute a direct and clear damage gain, and don’t change the majority of our gameplay.

Searing Totem w/ Searing Flames is currently a fairly boring and mostly passive mechanic, simply increasing the damage of your Lava Lash and making Searing Totem necessary. With the perk, along with the general change of a 65% damage increase and the removal of Searing Flames, it becomes an independant and important DPS gain.

Splitting Frost Shock from the Shock cooldowns is also a very important change for us for PvP, giving us the freedom to soft CC without such a large sacrifice to burst DPS. This perk was recently reverted on April 24th, but we'll see if it comes back in the coming weeks.

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We've been hearing some talk from Celest's twitter about the Frost Shock de-linking perk being reverted. It looks like, they'll be changing it to Improved Unleash Elements, still with mobility in mind.

"Unleash Elements also increases movement speed by 30% for 4sec."

So, a free Ghost Wolf with the ability to melee, but linked to one of our rotational abilities. With good usage, I could see this being useful as a short gap closer and a powerful PvP perk, but Spirit Walk already fills that role well with an extremely short CD for a 60% speed bonus.

I won't be updating the guide until the next Alpha build, so we'll see how this pans out in the meantime.

I wouldn't be surprised if we keep maelstrom x5 on,then spread the 2x buffed (with shocking lava) flameshock on AoE situations and never do chain lightnings!

Theorycrafters should work out if a chain lightning will give more dmg on X targets than 5x maelstrom kept indefinitely and spreading and AoEing with fire nova only. I am pretty sure that the chain lightning glyph will play a role here at some point, unless

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About shocking lava, lava lash and flame shock and the maelstrom perk.

I wouldn't be surprised if we keep maelstrom x5 on,then spread the 2x buffed (with shocking lava) flameshock on AoE situations and never do chain lightnings!

Theorycrafters should work out if a chain lightning will give more dmg on X targets than 5x maelstrom kept indefinitely and spreading and AoEing with fire nova only. I am pretty sure that the chain lightning glyph will play a role here at some point, unless

I'm not 100%, but I'm FAIRLY sure that the Perk only affects spells affected by Maelstrom Weapon in the first place, not instants.

If it were as you described, it would be too powerful and may lead to indefinitely holding stacks, even on two targets, or if you had a target swap in the next 10 seconds.

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As usual, the last build brought us a fair number of changes, some huge and some rather minor.

Major Changes

Weapon Imbues have been removed. Enhancement gains their effects via a new passive called Enhanced Weapons, exactly mimicking current Windfury/Flametongue imbues.

All previous damage bonuses (such as Lava Lash's contribution from Flametongue Weapon) are now built into the spell itself.

Spell damage attacks that previously benefited from Flametongue Weapon's increase have also been buffed to compensate for the change. (IE: Fire Nova, Flame Shock, etc.)

Unleash Elements has been split into three spells, one for each specialization. The Enhancement version reads: "Unleashes elemental forces of Flame and Wind, increasing the damage done by the Shaman's next Fire spell by 40%, and increasing the Shaman's attack speed by 60% for the next 6 swings or until 12 sec have elapsed."

Unleashed Fury has been split into three spells, one for each specialization. The Enhancement version reads: "Empowers your Unleash Elements, increasing the enemy target's damage taken from your Lightning Bolt by 30% for 10 sec, and increasing your multistrike chance by 5% for 8 sec"

Elemental Blast can now increase your Multistrike as well as Agility, Haste, Crit, and Mastery.

Haste Attunement has been added, increasing the Haste you gain from all sources by 5%. This means that any gear/gems/enchants/flasks/potions will now increase your Haste by 105% of their original value.

Grace of Air now also provides 5% haste, meaning that any specialization of shaman can provide the haste buff.

Totemic Recall has been removed, and totem proximity aggro range has been removed. A totem cannot enter combat with something you're not in combat with.

Earth Shock has been removed, and made Elemental Shaman only. The patch notes specifically note that Frost Shock should take it's place as the spell to use when not refreshing Flame Shock.

Flurry has been redesigned. Haste effects now reduce the global cooldown and cooldowns of Stormstrike, Lava Lash, Shock spells, Unleash Elements, and Fire Nova. Lava Lash and Fire Nova had their cooldowns tweaked upwards slightly to compensate (to 10.5 and 4.5 respectively), and Stormstrike had it's cooldown tweaked downwards to 7.5 seconds. It is unknown if this affect is in addition to or replacing the current Flurry effect.

Primal Wisdom has been removed, and base mana regeneration has been increased.

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Hi all,
First of all, sorry for my bad English, is not my native language :)
So I'm searching since some days, Enh shaman stat weight for sim. I looked on Simulation Craft, but it's look weird that mastery is so close to haste.
I think it is ok when you don't have gloves legendary. But with them, haste is way so far than mastery?

Hello guys i would like to share my weakauras for each healing class, hope you like it ;)
Any feedback is appreciated
____________________________________________________________________________________________________New to Weakauras ?
You can download it here :https://mods.curse.com/addons/wow/weakauras-2
Copy - paste the code of which you can find down below (Import string)
On the wago.io webpage links you can find a copy string button on the right, colored red.
Like this :
When ingame type /wa to open the control panel of weakaura.
Select "import"
Paste the string from the wago webpage into this.
A screen will pop-up and select the import button on it.
____________________________________________________________________________________________________
Update Log :
17-06-17 : Alot of changes to the Shaman Healing tool and a few to the Druid Healing tool.
26-06-17 : Massive update for Holy palading Healing tool !
01-07-17 : Massive update for Holy Priest Healing tool !
16-07-17 : Big improvement for the Druid Healing tool.
29-07-17 : Shaman healing tool now supports legendary's and trinkets from 7.2.5
25-08-17 : Massive update for Disc Priest healing tool
26-08-17 : Tuned Paladin and Druid healing tool and some small improvements
02-09-17 : Small update for Holy Priest healing tool
15-09-17 : Shaman healing tool now supports PvP feature's and some tuning to Paladin healing tool
____________________________________________________________________________________________________
Shaman
Druid
Paladin
Priest
Monk
____________________________________________________________________________________________________
Starting off with the shaman ↓
Shaman

Monk
Since i know little about monk healing, i do not feel like ill be the right person to try and make a weakaura
for the monk, but i've got a link from someone else his. Since i still want to be some what helpfull to
any healing class.
https://wago.io/4yaTFmN6G ←
*credits to Emarline*____________________________________________________________________________________________________

I am trying to find a character that suits me and 'till now i didn't find it..
I have a Paladin level 110, a Rogue, DH, Warrior and a Druid. I really enjoyed to play Prot. Paladin but i was overwhelmed with all the knowledge i need to know for raids.I have to say that this is the class that i played the most. I have to say that i usually play in weekends and sometimes in week days.
I enjoyed playing warrior in PVP but, that was it, nothing else..

Two days ago i just got my Druid level 110 and played as Feral (with the intention to play Resto or Guard 'cause i want to be a healer and/or a tank but i found the rotations a little off for me..)

Anyway, my question is, what should i play? I was thinking about a Disc Priest or a Ench/Resto Shaman or a Brew/Mist Monk. I just can't decide what i should play and unfortunately i have to level them from scratch..

Maximum Effort is a new guild on Cenarion circle (A). I was the raid leader for my guild for a long time and we built up a strong raid team. Due to do some dis-agreements between me and the guild leader I was forced to leave. But luckly enough a lot of my team followed me! We're working to build a guild focused around team work and group progression. We love doing mythics, raids, talking and theory crafting about the game!
We have a very strong-core raid group, capable of clearing heroic and doing some mythic but we're just missing a few people to round it out!
Raid nights.. Tue/wed 6-830pm server (9:30-11:30 est) Off night Monday 6-830pm server (9-11:30 est)
Looking for.. -Any and all dps specs
- Non pally or holy priest healer!
All raid mats and needs are covered by guild, we run personal look just for the ease of it.
My btag is Hethrus#1504 if you have questions or wish to try out!

I have recently started a new Resto Shaman so that I can learn the healing function from the beginning. My character is only lvl 37 at the moment but am trying to figure out what healing weapons would work for this spec.
Because the static group I am in has chosen to forego the use of heirlooms, I am using only a few items to gain the 3 levels I need to catch up with them. However, when I searched for information on what weapons would be best for this spec at my level, most of the sites I find are talking about the artifact weapons, which doesn't help me.
Can anyone provide feedback for this topic? I really would appreciate any pointers.
Here is my armory page: https://worldofwarcraft.com/en-us/character/anvilmar/lapaau